Difference between revisions of "Siege"

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<b>!!! Siege is a word with double meaning in TR !!!</B>
 
* It is a type of attacking (the one that is hardest to win, but can take up to 10% of land including forts)
 
* It is also a [[Unit Abilities|Unit Ability]] (giving some bonus in battles to some [[Units]])
 
  
=Siege Attack=
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'''!!! Siege is a word with double meaning in TR&nbsp;!!!'''
The biggest form of attack in the game, involving a larger part of a kingdom, including its [[forts]].
 
* A succesful Siege attack gains land, including at least one [[forts|fortress]] from the defeated mage.
 
* The defender loses max 10% of his land (won [[Regular]] attack would give max 5%). The sieging attacker gains 1/3 of that, if the attacker was within 200% of defender [[net power]] before the battle (as in any attack).
 
* To conquer the maximum amount of land in a siege attack, a sufficient number of [[units]] needs to have survived the battle to occupy each newly gained acre. The same goes to win [[forts]].
 
* For eradication mages ({{red}}'s ''only!''), the enchantment [[Battle Chant]] makes that you also capture geld (like in a [[Pillage]]) after a won [[Siege]].
 
  
 +
*It is a type of attacking (the one that is hardest to win, but can take up to 10% of land including forts)
 +
*It is also a [[Unit_Abilities|Unit Ability]] (giving some bonus in battles to some [[Units|Units]])
  
Siege attacks are more difficult to win than [[regular]] attacks, because:
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= Siege Attack =
* Since [[forts]] are involved, the targeted mage is granted defensive bonuses when defending.
 
* On top of that, the sieging army receives a 10% [[accuracy]] penalty (base [[accuracy]] is 30%, in a [[Siege]] it becomes 20%, not taking [[Marksmanship]] or [[Siege]] [[Unit Abilities]] in account).
 
  
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The biggest form of attack in the game, involving a larger part of a kingdom, including its [[Forts|forts]].
  
* A [[Siege]] takes 2 [[turns]]
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*The defender loses max 10% of his land (won [[Regular|Regular]] attack would give max 5%). The sieging attacker gains 1/3 of that, if the attacker was within 200% of defender [[Net_power|net power]] before the battle (as in any attack).
* A [[Siege]] can be blocked by [[Hallucination]] - the attacker loses 2 [[turns]] + [[war expense]]
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*To conquer the maximum amount of land in a siege attack, a sufficient number of [[Units|units]] needs to have survived the battle to occupy each newly gained acre. The same goes to win [[Forts|forts]]. The number of units is 50 per acre taken, so an easy way to monitor if you have enough is to say 5 units per 1 acres of your opponent.
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] {{Red}} speciality.
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*For eradication mages ({{red}}'s ''only!''), the enchantment [[Battle_Chant|Battle Chant]] makes that you also capture geld (like in a [[Pillage|Pillage]]) after a won [[Siege]].  
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.
 
* [[Enchantments]] can be dispelled by [[Siege]] attacking, no matter if you win or not.
 
  
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Siege attacks are more difficult to win than [[Regular|regular]] attacks, because:
  
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*Since [[Forts|forts]] are involved, the targeted mage is granted defensive bonuses when defending.
 +
*On top of that, all <span style="color:#2ecc71;">Non-FLYING</span>&nbsp;sieging army units receives a 10% [[Accuracy|accuracy]] penalty (base [[Accuracy|accuracy]] is 30%, in a [[Siege]] it becomes 20%, not taking the [[Siege]] unit ability into account).
 +
*However, the accuracy loss is disregarded on defending units with [[FLYING|FLYING]].
 +
*Examples:
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**Exhibit A: A&nbsp;[https://wiki.the-reincarnation.org/Chimera Chimera]&nbsp;that sieges into a defending army <span style="color:#2ecc71;">WILL&nbsp;NOT</span> suffer the 10%&nbsp;[https://wiki.the-reincarnation.org/Accuracy accuracy]&nbsp;penalty
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**Exhibit B: A&nbsp;[https://wiki.the-reincarnation.org/Dark_Elf_Magician Dark Elf Magician]&nbsp;that sieges into a defending&nbsp;[https://wiki.the-reincarnation.org/Dwarven_Shaman Dwarven Shaman]&nbsp;<span style="color:#e74c3c;">WILL</span> suffer the 10%&nbsp;[https://wiki.the-reincarnation.org/Accuracy accuracy]&nbsp;penalty
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**Exhibit C: A&nbsp;[https://wiki.the-reincarnation.org/Dark_Elf_Magician Dark Elf Magician]&nbsp;that sieges into a defending&nbsp;[https://wiki.the-reincarnation.org/Chimera Chimera]&nbsp;<span style="color:#2ecc71;">WILL NOT</span> suffer the 10% accuracy penalty
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**Exhibit D: A&nbsp;[https://wiki.the-reincarnation.org/Djinni Djinni]&nbsp;that has suffered from the effects of&nbsp;[https://wiki.the-reincarnation.org/Call_Hurricane Call Hurricane]&nbsp;(and loses&nbsp;[https://wiki.the-reincarnation.org/FLYING FLYING]) that attacks into a defending&nbsp;[https://wiki.the-reincarnation.org/Dwarven_Shaman Dwarven Shaman]&nbsp;<span style="color:#e74c3c;">WILL</span> suffer the 10%&nbsp;[https://wiki.the-reincarnation.org/Accuracy accuracy]&nbsp;penalty
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**Exhibit E: A&nbsp;[https://wiki.the-reincarnation.org/Treant Treant]&nbsp;that has the benefit from the effects of&nbsp;[https://wiki.the-reincarnation.org/Carpet_of_Flying Carpet of Flying]&nbsp;that attacks into a defending&nbsp;[https://wiki.the-reincarnation.org/Dwarven_Shaman Dwarven Shaman]&nbsp;<span style="color:#2ecc71;">WILL NOT</span> suffer the 10%&nbsp;[https://wiki.the-reincarnation.org/Accuracy accuracy]&nbsp;penalty 
  
[[Category:Attack types]]
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<span style="color:#2ecc71;">Conditions for winning a Siege attack:</span>
  
=Unit ability SIEGE=
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*<span style="color:#2ecc71;">Your opponent must have lost AT LEAST 10% of their Army&nbsp;in [[Net_Power|Net Power]]; AND</span>
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*<span style="color:#2ecc71;">Your opponent must have lost MORE Army&nbsp;[[Net_Power|Net Power]] than you</span>
  
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Other Information:
  
The Siege ability negates the natural 10% [[accuracy]] penalty when sieging an enemy mage.  
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*A [[Siege]] takes 2 [[Turns|turns]]
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*A [[Siege]] can be blocked by [[Hallucination|Hallucination]] - the attacker loses 2 [[Turns|turns]] + [[War_expense|war expense]]
 +
*The [[Battle_Chant|Battle Chant]] [[Enchantments|enchantment]] can give [[Geld|geld]] to a succesful invader of [[Eradication|Eradication]] {{Red}} speciality.
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*[[Epidemics|Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.
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*[[Enchantments|Enchantments]] can be dispelled by [[Siege]] attacking, no matter if you win or not.
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*<span style="color:#2ecc71;">On the [[Beta_Server|Beta Server]], your army will not engage in battle with the opposing army if they are 20x stronger in total Power. This is the concept of preventing cheap scouting.</span>
  
It has no effect when on defence or when attacking in a [[Regular]] battle.
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[http://www.youtube.com/watch?v=wvbaT7aASwM video of a siege]
  
<table>
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= Unit ability SIEGE =
<tr><td></td><td colspan=2>Units with ability SIEGE</td></tr>
 
<tr><td>{{White}} White  </td><td>[[Catapult]]</td><td>[[Titan]]</td></tr>
 
<tr><td>{{Green}} Green  </td></tr>
 
<tr><td>{{Red}} Red    </td></tr>
 
<tr><td>{{Black}} Black  </td></tr>
 
<tr><td>{{Blue}} Blue    </td></tr>
 
<tr><td>{{Plain}} Plain  </td><td>[[Iron Golem]]</td></tr>
 
</table>
 
  
'''[[Unit Abilities]]''' | '''[[Units]]''' [[Category: Unit Abilities]]
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The Siege ability negates the natural 10% [[Accuracy|accuracy]] penalty when sieging an enemy mage.
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It has no effect when on defence or when attacking in a [[Regular|Regular]] battle.
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The spell [[Phase_Step|Phase Step]] gives Siege unit ability.
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{|
 +
|-
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| &nbsp;
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| colspan="2" | Units with ability SIEGE
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|-
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| {{White}} White
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| [[Catapult|Catapult]]
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| [[Titan|Titan]]
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|-
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| {{Green}} Green
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|-
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| {{Red}} Red
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|-
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| {{Black}} Black
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|-
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| {{Blue}} Blue
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|-
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| {{Plain}} Plain
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| [[Iron_Golem|Iron Golem]]
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|}
 +
 
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'''[[Unit_Abilities|Unit Abilities]]''' | '''[[Units|Units]]'''
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[[Category:Attack types]] [[Category:Unit Abilities]]

Latest revision as of 23:17, 27 February 2020

!!! Siege is a word with double meaning in TR !!!

  • It is a type of attacking (the one that is hardest to win, but can take up to 10% of land including forts)
  • It is also a Unit Ability (giving some bonus in battles to some Units)

Siege Attack

The biggest form of attack in the game, involving a larger part of a kingdom, including its forts.

  • The defender loses max 10% of his land (won Regular attack would give max 5%). The sieging attacker gains 1/3 of that, if the attacker was within 200% of defender net power before the battle (as in any attack).
  • To conquer the maximum amount of land in a siege attack, a sufficient number of units needs to have survived the battle to occupy each newly gained acre. The same goes to win forts. The number of units is 50 per acre taken, so an easy way to monitor if you have enough is to say 5 units per 1 acres of your opponent.
  • For eradication mages (Icon ERADICATION.gif's only!), the enchantment Battle Chant makes that you also capture geld (like in a Pillage) after a won Siege.

Siege attacks are more difficult to win than regular attacks, because:

  • Since forts are involved, the targeted mage is granted defensive bonuses when defending.
  • On top of that, all Non-FLYING sieging army units receives a 10% accuracy penalty (base accuracy is 30%, in a Siege it becomes 20%, not taking the Siege unit ability into account).
  • However, the accuracy loss is disregarded on defending units with FLYING.
  • Examples:

Conditions for winning a Siege attack:

  • Your opponent must have lost AT LEAST 10% of their Army in Net Power; AND
  • Your opponent must have lost MORE Army Net Power than you

Other Information:

video of a siege

Unit ability SIEGE

The Siege ability negates the natural 10% accuracy penalty when sieging an enemy mage.

It has no effect when on defence or when attacking in a Regular battle.

The spell Phase Step gives Siege unit ability.

  Units with ability SIEGE
Icon ASCENDANT.gif White Catapult Titan
Icon VERDANT.gif Green
Icon ERADICATION.gif Red
Icon NETHER.gif Black
Icon PHANTASM.gif Blue
Icon PLAIN.gif Plain Iron Golem

Unit Abilities | Units